DGT Projects XL Panduan Pengguna - Halaman 3
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9. 'GO' using the Canadian Byo-yomi method (Options 19 and
20)
This method is derived from the original Japanese Byo-yomi method of
the game 'GO'. When playing with traditional clocks was the method
that was most commonly used, an official who would be in control of the
time using a stopwatch would always accompany the players.
The player gets an extra 5 or 10 minutes of extra thinking time to
complete a predetermined number of moves, usually 10 or 15, after the
standard thinking time has been used up. See the chapter on
'Operation', paragraph 8.
10. Scrabble
+ Upcount (Option 21)
®
In Scrabble, games have to be finished, even if a player exceeds the
available thinking time. The more time a player uses after exceeding the
available thinking time, the bigger the number of points that will be
subtracted.
You can use Upcount as an independent method by choosing
manual settings (option 00). This way, the display will show 0
seconds when starting the game.
11. Hourglass (Option 22)
The thinking time for the player to move decreases, while
simultaneously the opponent's thinking time increases.
This method offers an exciting alternative to the traditional 'quickie'.
Operation
1. Batteries
The DGT XL requires 2 AA (penlight) batteries. We recommend alkaline
batteries.
To insert the batteries, remove the cover from the battery
compartment on the bottom of the timer by clicking on it.
NOTE: If you do not plan to use your timer for a long period, we
recommend that you remove its batteries.
If 'BAT' (Fig. 2G) appears on the timer display, the batteries are
nearly discharged and should be replaced as soon as possible. When
this message first appears, the batteries still contain enough energy to
allow the current game to be completed.
3
2. Switching on the DGT XL
Switch the time on and off with the ON/OFF switch on the bottom of
the DGT XL. If you want to reset the clock after a game you will have
to switch off the clock first using the ON/OFF switch.
3. Choosing an option number
When you switch on the timer, the display shows the option number
that was last selected. Press the
(+1) or
change the number on the timer's display (Fig. 1).
4. Activating an option number
When the selected option number appears in the display, press
to activate this number. The starting time will now appear in the
display.
For details on manual settings (option 00), see the Manual
Settings section.
5. Buzzer
The DGT XL has an automatic sound signal, which indicates that a
player approaches and exceeds the time limit. Switch the buzzer on or
off by pressing and holding the sound button
seconds. The symbol
in the display (Fig. 2 E) shows the sound signal
is switched on.
6. Starting a game
After activating the option number, press the Run/Pause button
start the timer. Ensure the lever is in the correct position before the
game begins. This is especially important when playing 'Fischer' or
'Bronstein', as the clock will 'know' who is to play white and who is to
play black by recognizing the initial position of the lever. The display
will show which side has started the game playing white.
7. Color indication
Central in the display of the DGT XL the icons
player is playing which color (Fig. 2 F). To set this default, ensure the
lever is in the correct position before starting the timer. White is always
the side where the lever is lifted at the start of a game. The automatic
move counter will respond to this position.
When playing 'Fischer' in multiple periods where transitions to the next
period are dependent on a predetermined number of moves, it is
extremely important to set the correct color indication, as otherwise the
automatic adding of extra time per move will fail during transitions.
8. Temporarily stopping the timer
During the course of a game, you can temporarily stop the timer by
pressing the Run/Pause
(–1) buttons in order to
Restart the timer by pressing the Run/Pause button
9. Move counter
During the course of a game, you can check the number of completed
(OK)
moves by pressing the
number of moves played so far. During the check, the timer will
continue normally.
10. Time corrections
During a game you can change the time that is currently displayed by
pressing the Pause button
button
firmly for three
To change the flashing digit (the number of hours of the left player),
press
or
This causes the next digit to flash.
The sequence of digits is as follows: Hours, tens of minutes, minutes,
and in the similar position in the display tens of seconds and seconds.
First change the left player's time, then the right player's time.
to
When you have changed and accepted both players' times, the move
counter will appear in the display. You can change it as well by
pressing the
right player it is possible that the player color icons
change as well, as the logical result of the input of the number moves
and the position of the lever.
If more periods are programmed or active, the period number can now
be changed. The Fischer Tournament Program is completely derived
from the input of the number of moves.
and
indicate which
When the digits have stopped flashing, you can start the timer by
pressing the Run/Pause button
changed times.
button.
again.
(Moves) button. The display will show the
and subsequently holding the Adjust
for three seconds until the left digit flashes.
. As each desired digit appears in the display, press
or
buttons. When changing the move counter of the
. The timer continues using the
.
and
will